Inworldz and other openSIM grids have a weakness in that any changes to objects sends messages to all viewers in the region no matter how far away they are located. Normally this is not a big issue, but when one has several hundred objects changing their attributes every second or so, it can cause a lot of viewer bandwidth to be eaten, which for many people will appearas moderate to severe lag.

I create a box containing several christmas blinking light bulbs. They are full perm, a gift to the community. The scripts in them are also full perms. All I require is that you keep these free. Do not sell them. Do not repackage them and sell them. They are meant to be free, always. Please share them.

This is how they work. The bulb is a simple sculpt with a texture half black / half white. The script uses texture animation (a viewer-side effect) to run a 2-frame animation of black and white. The bulbs can be colored however you wish. The script changes the rate of the blink roughly once every 10 - 15 seconds to randomize the blinking rate, making the bulbs, when next to each other have a nice sparkle effect.. This is low enough to keep the viewer message down to an extreme minimum.

Can any one Help please - What does "Vertices" in a object mean and does this effect lag on a sim? rig

quadrapop tree

Post subject: Re: Help reduce lag

Posted: Tue Dec 06, 2011 6:37 pm

Joined: Fri Jun 11, 2010 5:11 amPosts: 550

woot! TY Balpien... off to pick up a set right now

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quadrapop tree

Post subject: Re: Help reduce lag

Posted: Tue Dec 06, 2011 6:50 pm

Joined: Fri Jun 11, 2010 5:11 amPosts: 550

@rig - verticies are the points at which the wireframe lines that make up everything in IW meet - type control shift R next time you are in IW to see the underlying wireframe - type again to toggle mack to normal view. (wireframe view - this is how all 3d stuff looked when I first encountered it back in the 80s and it wasn't usually even in more than one colour;)

the more of these junctions your viewer has to do the math for the more "lag" however, though sculpties, sphere and tori have more verticies than a box, the "lag" induced by your machine having to render them is vastly outweighed by other "lag" inducing aspects - which depending on your machine's components and settings will include: lots of huge textures, number of alpha/glow/flexi prims in your vicinity, even your network connection speed.

_________________quadrapop

rig

Post subject: Re: Help reduce lag

Posted: Tue Dec 06, 2011 7:30 pm

Joined: Sat Oct 02, 2010 4:39 pmPosts: 498

Wow thank you quad, that is so interesting as we started to use large picture textures and so it's made us more aware of what we are doing now and NOT go overboard,thanks again for your answer, smiles rig

Minethere Always

Post subject: Re: Help reduce lag

Posted: Tue Dec 06, 2011 8:10 pm

Joined: Wed Jun 29, 2011 6:00 amPosts: 558Location: Texas

Quote:

verticies are the points at which the wireframe lines that make up everything in IW meet - type control shift R next time you are in IW to see the underlying wireframe

@ rig - if the images are not going over about 4m in any dimension then 512 x 512 is fine for photos/images on a prim face, but use Photoshop to do the conversion from a rectangle to a square as it has a better algorithm and the image will be just a tad clearer than if you let IW do the resizing - also save as png or TGA as these are lossless file formats and this means you lose less data in the IW conversion to the special jpeg format used inworld.

Or use a 1x2 or 2x1 format and have 1024x512 - which is still smaller than a 1024x1024 in file size.

If you are going to display lots of images at measures smaller than 2m in world then 512 max dimension is more than enough and in fact in some instances you can get away with 256 - if selling resizable photos or "paintings" in world you can include a hi rez version inside your display prim and set to sell contents - that waty your client gets a lovely hi rez version to take home but your display area is not laggy in the texture department

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